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[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

[MOD] Distant Stars - Rebellion Alpha 0.13 Released! [17/06/13]

http://distantstars.mmobase.com


Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful!

Version 1.00 Released!

Make sure to ask for permission before republishing any part of this mod to the public!

Downloads

Rebellion Logo

1.05 + DLC Compatible:

0.12 ALPHA Release:
Full Download:
http://distantstars.mmobase.com/rebellion/Distant_Stars_(R)_ALPHA_0.13_[45189661].7z

Full Download MIRROR:
http://www.moddb.com/downloads/distant-stars-rebellion-alpha-013

MD5: 69486D2FCD3F35E46E6F5EF8C9F1634A

Diplomacy Logo

1.34 Compatible:

1.01 Release:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z

 

Entrenchment Logo

1.051 Compatible:

Beta 0.9951 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z

SoaSE Logo

1.14 - 1.181 Compatible:

Version 1.01:
Full Download:
http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z

Make sure to ask for permission before republishing any part of this mod to the public!

Multiplayer Games:
We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together.

The times are:
4pm EST (9pm GMT) Saturdays & Sundays
9pm EST (2am GMT)
Saturdays & Sundays

If you want to organise other games please go ahead using the same topic to consolidate all the information in one place and hopefully get more games together within our community. These games are for PvP, PvAI & PvPvAIso come along and we'll get some games going!

Screenshots:
We've setup a thread so you can all post your screenshots to share with us the Distant Stars team and its players. Im sure we're all intrigued to see what kinds of battles and events you've all been having on the mod aswell.

Lore:
We know some of you guys love to role play whilst using Distant Stars, and here's a topic for you guys to post all of your role playing stories, character profiles and anything else you can imagine.

Maps:
Some of you avid map makers out there have produced some great maps but never really had them recognised because they've got lost. Well here's a topic for you to post a link to the download (we can even provide mirrors if necessary) a screenshot or two of the map for us all the preview and if enough people like it we'll even include the map in with the actual mod!

Please visit our website and for more information, change logs, downloads, and to report bugs. Our website can be found here: http://distantstars.mmobase.com

Bug Reporting

If you want to report a bug please use the Bug Report feature on our website:
http://distantstars.mmobase.com/?m=reportabug

Please include as much information as possible, if you have an error log feel free to post it on these forums and we'll take it from there. If you can reproduce the error please include the error log (read below to find out how to enable error logs) and include as much detail on how to reproduce the problem.

To enable logging:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

Open the user.setting file (using Notepad, Wordpad or any text editor) and scroll down to the bottom 7 lines from the bottom is the line:
LogOutput FALSE
Change FALSE to TRUE
LogOutput TRUE

and from then on any Log files will be saved to the debug folder:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug

If you get these log files to us (you can just paste them in to a forum post) we can hopefully get your issues sorted.

Frequently Asked Questions

All files are compressed using 7Zip to shrink the download filesize. To extract these files you must use WinRAR or 7Zip.
Any Patches should overwrite the original install directory, either by extracting over the original folder, or cut/copy & pasting over the existing file/folder structure.

1) My game keeps crashing, is there anything I can do to stop it?
i) Are you running the game on maximum (highest) settings? if so, lower them to High or Medium, there is a known issue with the game using up too much memory, there is nothing we can do about this, also no matter how powerful your pc is, it is affected by this issue no matter the pc it is not above this crashing issue, it is a game problem not a hardware one, so quite simply lower your settings. If you still have an issue with crashing see point two.
ii) Give us as detailed information as possible about the crash, what was happening at the time of the crash, what races, ships, abilities were involved. If you can supply a Debug Log (see above for more information about logging) and post a bug report on our website.

2) The loading screens and portrait pictures dont appear properly, whats wrong?
i) This is an issue with ATI based graphics cards (rarely affects Nvidia based cards) we're looking in to the issue.

3) Why dont you support converting Distant Stars in to TXT format?
i) Quite simply many things can go wrong with converting your mod to TXT, we cant help you with something you've probably broken yourself.

4) Can I mod Distant Stars for myself?
i) Yes you can however please do not distribute our mod or our mod that you have edited to the public. You must ask for permission to do so, we will regrettably stop distributing our mod to all if users abuse our work.

5) Your mod is in BIN format I can't edit the files, what can I do?
i) You can convert the mod to TXT format however we wont offer any support to versions of the mod that have been converted to TXT.

6) Why is Distant Stars distributed in BIN format?
i) Mods load faster in BIN format and are less likely to have issues in this format.

7) I'm having trouble installing the MOD, do you have any more instructions?
i) Carbon was kind enough to do some more advanced instructions out here.

8) Is there any way to make new maps for Distant Stars using GalaxyForge?
i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets.

Or, the DIY approach (without custom icons):

ii) The GalaxyForge supplied by the devs will still work with our Mod, however to be able to access all of our planetary bonuses, templates, planet types and stars you will need to take our GalaxyScenarioDef.galaxyScenarioDef (found in the GameInfo folder of the mod) and place it in to your GalaxyForge folder, overwriting the original GalaxyScenarioDef.galaxyScenarioDef (if you still wish to make maps for the original game keep a backup of the original file). This will allow you to use all of the Galaxy changes included in our mod.

Note: Any maps made for Distant Stars will not work with other Mods. See #8.2 for DIY instructions for map making or take the appropriate files from Entrenchment, they're cross-client compatible.

Some statistics...

Since August 2009 to February 2011 we have had over...

400,000 Unique visits to the website
12,000GB (12TB) of data transferred from our website

That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded. 

Thanks to everyone that has supported us this far and making our mod as popular as it is!

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15,657,753 views 8,423 replies +31 Loading…
Reply #7576 Top

Quoting lankymon, reply 7574
Even though you research them, only the Advent starbase can build gunships, ews craft and have elite strikecraft. As a user no other faction lets you build on either starbase of cap ships. However, the AI still does build them ;s
End of lankymon's quote

I was able to build the gunships and ews and elites on my star bases of TEC. Will look to see if others are working as intended.

Quoting lankymon, reply 7574
Would be nice if you could write out the AI spamming of super weapons but I think that might come in a later patch for the core game.
End of lankymon's quote

We can. Even you can with a quick edit of the gameplay.constants file. There is a line that mentions how many superweapons you can build and you can put whatever number you like.

Quoting lankymon, reply 7574
Planetary abilities are sorely missed - again you know about this
End of lankymon's quote

They exist, you just can't see the nice emblem on the lower left corner of the UI to tell you how and why you are getting some of the interesting results.

Quoting lankymon, reply 7574
There are some quirks of positioning within the research trees with a few items listed in the 4th "column" saying they need 5 laboratories to research them.
End of lankymon's quote

I saw one or two in the 6th column but only needing 5. Will check for others.

Quoting lankymon, reply 7574
Finally, due to the nature of increased research with DS in general, this really does demonstrate how much the Advent have been completely nerfed in rebellion. I have yet to win (combat victory) as advent loyalist and only once as advent rebel. The bonuses they gain are insignificant compared to the TEC and Vasari; the latter of which are unbelievably strong.
End of lankymon's quote

TR and VR got some serious weapon upgrades indeed. Especially the VR with their souped up phase missiles. Look for more changes to Advent shielding to deal with that.

Reply #7577 Top

I've have 2 things to report and 2 questions:

1)  Might be nothing, but there was a point when my ships decided they needed to jump where I told them, then back to where they started, then back to the planet I wanted them to go to in the first place.  Only happened once that I remember, but I thought I'd throw it out there.

2)  The real issue I had was the pirates.  5 hours into a 1 vs 5 normal AI game, me as tec loyal, and one of each other faction, I was still getting low level raids.  (1-2 caps OR 1-5 frigates or cruisers)  Not that I mind the free exp and ships, since my corsevs were stealing 1-2 every other raid, but this should be looked at for the complete version.

Question 1)  Is there a way to make the game let us have 2 Titans?  I really want to have 1 for offense and one for defense of a chokepoint or my homeworld.  If you can do this, that would be awesome, but I get it if it's un-reachable.

Question 2)  More of a future concern involving the TEC Rebels.  I don't play them, but if I remember right, they can ally themselves with the Pirates, which could possibly develop into a balance issue.  You may have already thought of this, or it may not even be a problem, but again, I just thought I'd throw it out there.

-Twi

Edit:  Also, I mentioned this somewhere when Entrenchment came out, but since you guys are over-hauling the game for Rebellion anyway, Would you possibly concider adding some way for TEC to deploy mines in enemy grav wells?  Even if it's a weaker version of their normal ones, it just seems screwy to me that both other races can put them in any grav well they want, but TEC has to live there...just sayin.

Reply #7578 Top

Quoting Twilight_Storm, reply 7577
1) Might be nothing, but there was a point when my ships decided they needed to jump where I told them, then back to where they started, then back to the planet I wanted them to go to in the first place. Only happened once that I remember, but I thought I'd throw it out there.
End of Twilight_Storm's quote

Its most likely that issue found due to the radius being screwy.

Quoting Twilight_Storm, reply 7577
2) The real issue I had was the pirates. 5 hours into a 1 vs 5 normal AI game, me as tec loyal, and one of each other faction, I was still getting low level raids. (1-2 caps OR 1-5 frigates or cruisers) Not that I mind the free exp and ships, since my corsevs were stealing 1-2 every other raid, but this should be looked at for the complete version.
End of Twilight_Storm's quote

Yes, yes, yes, I get it. The pirates need fixing! :P

Quoting Twilight_Storm, reply 7577
Question 1) Is there a way to make the game let us have 2 Titans? I really want to have 1 for offense and one for defense of a chokepoint or my homeworld. If you can do this, that would be awesome, but I get it if it's un-reachable.
End of Twilight_Storm's quote

There is a way but no.

Quoting Twilight_Storm, reply 7577
Question 2) More of a future concern involving the TEC Rebels. I don't play them, but if I remember right, they can ally themselves with the Pirates, which could possibly develop into a balance issue. You may have already thought of this, or it may not even be a problem, but again, I just thought I'd throw it out there.
End of Twilight_Storm's quote

Is a noted concern.

Quoting Twilight_Storm, reply 7577
Edit: Also, I mentioned this somewhere when Entrenchment came out, but since you guys are over-hauling the game for Rebellion anyway, Would you possibly concider adding some way for TEC to deploy mines in enemy grav wells? Even if it's a weaker version of their normal ones, it just seems screwy to me that both other races can put them in any grav well they want, but TEC has to live there...just sayin.
End of Twilight_Storm's quote

Yep, still not sure how to fix it but yes we are looking into it.

Reply #7579 Top

Quoting Ryat, reply 7578
Yes, yes, yes, I get it. The pirates need fixing!
End of Ryat's quote

 

Are you sure? Its not like Ive been saying this for years now.  :-"

Reply #7580 Top

Quoting -Ue_Carbon, reply 7580
Are you sure? Its not like Ive been saying this for years now.
End of -Ue_Carbon's quote
XD

Reply #7581 Top

Well whenever Ryat makes his 'More Powerful Pirates' ... let me know. I've got a mini-mod in mind for them.  ;P

Reply #7582 Top

I like his "insanely powerful pirates that could kick the asses of 10 players going against them and not even flinch" mini mod.  Starbases with 100k+ hull points, 1k+ weapon damage...  Ah, the good old days.

Reply #7583 Top

I know this is entirely devoid of useful information, however.....

Any guess on why I'd be getting frequent (early) CTD's with the Alpha?  No mini dump or other error message.  You are sitting there playing along and bam, desktop.  Happens single player and multiplayer and there doesn't seem to be a common trigger. For example, one game it crashed when I tried to build a trade port on my second planet.  Reload from last save and it let me build the trade port only to crash 10 minutes later when I tried to build a titan.

No issues with DS for Diplomacy, strictly Rebellion.  Verified checksum is correct, redownloaded/reinstall the mod, clean install of Sins.  Any options settings that could be causing this or anything like that?  Playing large single system maps, 3 or less AI players.

Reply #7584 Top

Unwavering Belief for the Advent Rebels only has 2 levels, the researches tied to it require it to have 4.

Reply #7585 Top

@XavierMace - There are still a few issues to find in Alpha that cause that. We are working on it.

Unwavering Belief for the Advent Rebels only has 2 levels, the researches tied to it require it to have 4.
End of quote

Will look into that thanks.

Reply #7586 Top

Any info I can provide to help?  It seems to happen more frequently when I play as Vasari, but that could be my imagination.

Reply #7587 Top

We kinda already know what is occuring. Its actually an issue connected the file that controls the way the planets occur and spawn.

Reply #7588 Top

LOL, I lowered my graphics settings just to see if that had any effect and I got a minidump trying to select the map to start a new game.

Reply #7589 Top

Alright I just want some input from the players of this mod, which ships (please name the class of the ship) would you like to see fighter-style movement from. Titans for sure will not have fighter movement.

Reply #7590 Top

Quoting ice27828, reply 7590
Titans for sure will not have fighter movement.
End of ice27828's quote


But that would be HILARIOUS! 

Reply #7591 Top

Flak would make sense to me.  Also Light frigates and maybe Missile Frigates.  On a more specific note, I wouldn't mind the TEC Cielos being able to so they're not just sitting there getting blown up in between abilities, but I can live without that if I must.  ;p

-Twi

Reply #7592 Top

Naw, only flak.

That's the only one that really even makes sense, since they have to chase the fighters and shoot them down.

Reply #7593 Top

as far as ships I Don't want to have the fighter movement, SCOUTS for crap sake x.x otherwise you end up needing one scout per mine to clear a minefield -.-; the long range missile frigates/illuminators and the anti-module and siege ship. and please, no capital ships. What's the point of all those weapon banks if their mainly using the forward and left/right peripheral ranges(at the very least, not the support type caps)

and that's about all I wanna keep in stationary ship movement really =/

Reply #7594 Top

I think I'm gonna have to more or less agree with BadTune on this one.  Most of the ships make more sense to be stationary (primarily the caps and support/long range types.  Well, and siege, since they're suppose to sit there bombing worlds.).  Which generally just leaves the Anti-SC, light frigates, and heavy cruisers and their counter parts as the logical mobile units.  Though I have also thought that it might be nice if those mobile ships also had at least one weapon on either side (well, the anti-sc already have that), just so their not *entirely* useless while they try to turn around.

Reply #7595 Top

I apologize if this has been asked before, but if I wanted to edit some elements of this mod, such as level of research abilities, or # of strikecraft, how would I go about doing that?  Is it something simple?

I love this mod so much that it's the only one I'm ever able to play!  But there are some parts of it that I'm just dying to edit, just to use personally. 

Reply #7596 Top

Scouts would be a bad Idea in mine-fields.  They would make a pass at one and set off more on their way through.

-Twi

Reply #7597 Top

Quoting jaredddbrown, reply 7596
I apologize if this has been asked before, but if I wanted to edit some elements of this mod, such as level of research abilities, or # of strikecraft, how would I go about doing that? Is it something simple?

I love this mod so much that it's the only one I'm ever able to play! But there are some parts of it that I'm just dying to edit, just to use personally.
End of jaredddbrown's quote

You would need to change the files from BIN to TXT using the ConvertData file that comes in the game. Use harpo99999's tools to use that file. After that Notepad is really all you need but I recommend Notepad++ to make things easier. Others have tools that are useful as well.

Reply #7598 Top

...do TEC have an ability to destroy my factories without entering my gravity well?  If not, then I have a seriously annoying glitch to report here.....

-Twi

Reply #7599 Top

Nope, only the Vasari with the Kostaru Cannon.

Reply #7600 Top

Just played through a bit.  Seems to run great with no issues.

I noticed the pirate base parts added to the starbase are sort of poorly textured in comparison.  Didn't know if that was something intended or not.

It's the first time I saw a derelict shipyard.  Really well done.  They had been taken out last build I played and put back later.

I wasn't sure how yourds and Balknight's older effects would stand in Rebellion but they really do work well.  Kudos there.

Great fun to run around in.

I remember reading a long while back about the pirate starbases but how is it they get built?  I kind of assumed you'd just have the constructors on autocast but that doesn't seem to be the case.  What makes them build?

Also haven't looked through files but I loved the shaded moon texture you added.  Did you guys strip down the planet textures some or leave all the old ones in?